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> A&S ProMode (Advance And Secure) Game Mode for Arrowhead
kju
post Jul 8 2010, 06:02
Post #1


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gday Armed Assault Info community!

I am happy to introduce you our new game mode for Operation Arrowhead called A&S ProMode.

From small to large scale, both action packed and tactical battles with up to 12on12 players
in a dynamic environment that focus on teamplay and mission objectives!


The highlights:.

To get a quick idea, check out our A&S ProMode video channel at vimeo.




To learn more head over to the PvPscene wiki and
read our extensive documentaiton in the A&S ProMode articles.

Available topics:
  • Beginners guide
  • Features
  • Key differences to AAS core
  • Did you know?
  • Hints
  • A&S ProMode specific HUD (Head-up display)
  • A&S ProMode specific keyboard controls
  • Blocked key actions
  • Mission parameters
# Download the A&S ProMod missions


Feedback and questions are very welcome! smile.gif


best regards
.kju



This post has been edited by kju: Sep 18 2011, 15:57


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Quote Post
kju
post Jul 13 2010, 10:47
Post #2


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Group: Members
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Joined: 30-July 08
Member No.: 3,776



The second release of A&S ProMode includes a few fixes and a couple of new features:
  • Added: on-screen task hints to guide players.
  • Added: parameter to configure night vision availability.
  • Added: simple music player.
  • Changed: Move defenders out of the (most forward) zone to defend at mission start.
  • Changed: Add a parameter to change the capping speed.
  • Changed: Add transport vehicles to Sagram.
  • Fixed: Civilians are missing the user action to get into spectator mode.
  • Fixed: Dead bodies of disconnected player are not cleaned up.
  • Fixed: East respawn zone is in the X-Ray zone in the mission Nur.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-07-13) pack is available in the filebase.

Leave your feedback in the forum and enjoy!

---

New Missions: 2010-07-13



Takistan
  • Anar Valley
  • Falar Valley
  • Feruz Abad
  • Field of Rocks
  • Gospandi Path
  • GurDur
  • Lalezar Refinery
  • OpDoubleTracked
  • Rasman Military Base
  • Sanginat Mine
  • Siah Chub

A&S ProMode Mission List [PvPscene]

---

To be notified of future updates follow or better subscribe to this subforum:
PvPscene Projects: News

or the new section of the project space itself:
A&S ProMode (OA)

New mission are announced in this thread:
Submit Your new A&S ProMode mission!


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Quote Post
kju
post Jul 21 2010, 14:53
Post #3


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Group: Members
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Joined: 30-July 08
Member No.: 3,776



The third release of A&S ProMode adds few fixes and changes:
  • Added: protection for non contested zones.
  • Changed: Give units rifle/hand and smoke grenades again at mission start.
  • Changed: Make defenders able to change class at mission start via user action.
  • Changed: Remove spawn shield.
  • Changed: Re-enable guided missiles for air units.
  • Changed: Spit X-Ray entries in notes section into east and west one.
  • Fixed: Default time/weather/fog of missions is not set.
  • Fixed: (Some?) TINY missions have 20 minutes length by default.
  • Fixed: Zone capture progress bar is shown for defender even when no enemy is inside.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-07-21) pack is available in the filebase.

Leave your feedback in the forum and enjoy!

---

New Missions: 2010-07-21



Zargabad
  • Ab-e Shur Dam
  • Around The Corner
  • Blue Morning
  • Military Base
  • Nango
  • River Crossing
  • Rock Solid
  • Stormy Meadows
  • The Airfield Hangers
  • The Blue Desert
  • The Last Trickle
  • The Thin Line
  • The Villa

A&S ProMode Mission List [PvPscene]


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Quote Post
kju
post Aug 30 2010, 18:07
Post #4


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Group: Members
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The fourth release of A&S ProMode is a major update with many fixes and several new features in.
The release frequency is planned to be way shorter again in the future.
  • Added: ability of choppers to lift and transport vehicles and statics weapon.
  • Added: ability for Ammo Bearer class to rearm friendly infantry twice per life.
  • Added: parameter to disable manual fire.
  • Added: parameter to disable auto hover.
  • Added: ability to configure number of AI groups and units per group side specific.
  • Added: parameter to configure the AI communication (UPSMON - radio use).
  • Added: actual date of play to the outro dialog.
  • Added: Show timeLeft in the server lobby for the mission.
  • Changed: more vehicles to the existing missions.
  • Changed: Show spawn menu automatically to JIP players.
  • Changed: Improved engineer's vehicle tire replacement feature.
  • Changed: Reduce HE rocket count of Assault to one in tiny missions.
  • Changed: Give units rifle/hand and smoke grenades again at mission start.
  • Changed: Give East Saboteur an AKS-74 Kobra as main weapon.
  • Changed: Improve empty/canMove vehicle respawn handling.
  • Changed: Move weapon pictures in the respawn dialog to free space for fire team options.
  • Changed: Add OA style info text at mission start.
  • Changed: Log mission name and game date to rpt.
  • Changed: Use Tags for GV, defines and marker names.
  • Fixed: onPlayerDisconnected causes server to crash when player leave the server after mission end.
  • Fixed: Zone size in tiny and large missions faulty.
  • Fixed: In TINY missions grenadiers have 8 rifle grenades instead of 2.
  • Fixed: Rifle grenade count is buggy.
  • Fixed: HALO currently not functional.
  • Fixed: Revived unit is spawning in the air (when killed in the air before).
  • Fixed: Air units get killed by flying over protected zones.
  • Fixed: Custom scoring for healing units is broken.
  • Fixed: There is no spawn shield for (server side) AI.
  • Fixed: Mission length is also shown in the outro for non early win.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-08-23) pack is available in the filebase.

Leave your feedback in the forum and enjoy!


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Quote Post
kju
post Aug 30 2010, 18:09
Post #5


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Member No.: 3,776



The fifth release of A&S ProMode is a new smaller update with mostly tweaks.
  • Added: parameter to disable thermal view of vehicles.
  • Added: SatCom view for the officer.
  • Fixed: Observers constantly die even in their safe zone.
  • Fixed: SatCom available message is not shown.
  • Changed: Change AA class weapon from M4A1/AK47M to M14/LeeEnfield.
  • Changed: Change East Saboteur G36C SD until there is an East weapon with SD sound.
  • Changed: Give revived player the retained ruck contents.
  • Changed: Make heavy choppers able to lift small choppers (heli lift feature).
  • Changed: Make only possible to lift empty vehicles (heli lift feature).
  • Changed: Make too step angles cut the sling (heli lift feature).
  • Changed: Decouple east and west class definition.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-08-30) pack is available in the filebase.

Leave your feedback in the forum and enjoy!


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Quote Post
D@V£
post Sep 1 2010, 17:45
Post #6


Gee, I wish we had one of them doomsday machines.
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Kju: Please do not doublepost, especially within a few minutes of your first post! If you really feel the need to add something to your original post, use the edit button.


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Quote Post
kju
post Sep 8 2010, 06:36
Post #7


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Sixth release of A&S ProMode (2010-09-07)

This update contains several new features, tweaks and fixes.
  • Added: 3d and map markers to dead units to help medics find them to revive in the public mode.
  • Added: Make HALO jump be done from a flying C130J.
  • Added: Make remote player reload animation shown.
  • Added: flashlights.
  • Added: weapon lasers.
  • Added: Show always SAT texture in the spawn menu minimap.
  • Added: parameter to disable/enable AI issue debug.
  • Changed: Make a vehicle instantly usable when it respawns.
  • Changed: Improve the classes equipment overview.
  • Changed: Enable engine artillery only to the engineer.
  • Changed: Make the positions of ones own side AI visible on the minimap by default.
  • Changed: The default AI numbers for the different mission size.
  • Changed: Reduce AI unit position marker size.
  • Changed: West Assault weapon from Sa-58P to Mk17 CCO.
  • Changed: West Engineer weapon from M4A1 to M4A3 CCO.
  • Changed: West Ammo Bearer weapon from Sa-58P to Sa-58 CCO.
  • Changed: East Ammo Bearer weapon from FN FAL to AKS-74 Kobra.
  • Changed: Reduce FN FAL magazine count from 8 to 4.
  • Changed: Up Sa-58 CCO magazine count from 4 to 6.
  • Changed: Improve west base layout in OpDoubleTracked.
  • Changed: Add missing supply trucks in OpDoubleTracked.
  • Changed: Improve ClassAndWeaponDefinition array coding.
  • Fixed: Empty vehicles are not respawning.
  • Fixed: Class names not correctly displayed in the spawn menu.
  • Fixed: Some new missions do not show correct default weather.
  • Fixed: Player map marker is shown even while not on the ground.
  • Fixed: Make static C130J not shown on the minimap.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-09-07) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!



New Missions: 2010-09-07


  • Shapur
    • Military Base
    • Oil Storage Facility
    • Shapur
    • South Airfield
  • Zargabad
    • Dying River
    • Shallow Water
    • The Magic Triangle
    • Yarum Zargabad
    • The Maze
    • World of Dunes

A&S ProMode Mission List [PvPscene]


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Quote Post
kju
post Sep 14 2010, 10:47
Post #8


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Seventh release of A&S ProMode (2010-09-14)

You find some new features, tweaks and fixes in this update.
  • Added: Improved death scene simulation. Thanks to Rg!
  • Added: Ability to drag bodies and get dead out of vehicles to be able to revive them. Thanks to pogoman!
  • Added: Parameter to disable/enable the revive ability for all medic type classes.
  • Changed: Make C130J HALO jump plane simulate coming from X-Ray (angle/heading).
  • Changed: Add more values to WaveRespawnLength to simulate very slow/seldom support.
  • Changed: Reduce player name length of death map markers.
  • Fixed: 3d and map markers of dead from enemy side also visible.
  • Fixed: Dead position marker also shown on calling spawn menu from X-Ray.
  • Fixed: Dead body marker of disconnected players does not get removed.
  • Fixed: Make static C130J not shown on the minimap.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-09-14) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Oct 7 2010, 13:22
Post #9


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Eighth release of A&S ProMode (2010-10-07)

Once again a smaller update with most smaller improvements and additions.

Do note the first new parameter:
Think of limited reinforcement numbers similar to the BF2 ticket system.
You can use it to disable respawn completely as well.
  • Added: parameter to set number of reinforcements for attackers/defenders.
  • Added: parameter to enable TK mirror damage system.
  • Added: parameter to configure night vision availability for AI.
  • Added: system to avoid spilling bug.
  • Changed: Improve death scene simulation.
  • Changed: Reduce the velocity the unit is thrown of by a HALO jump by 50%.
  • Changed: Make AI use available vehicles more often.
  • Changed: Enlarge completion radius for SAD waypoints.
  • Changed: Set AI units to combat mode "RED".
  • Fixed: Airlift may attach wrong vehicle when two vehicles close to each other.
  • Fixed: Client main thread is not paused on mission end.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2010-10-07) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Feb 27 2011, 13:07
Post #10


Member
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Group: Members
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Joined: 30-July 08
Member No.: 3,776



Ninth release of A&S ProMode (2011-02-26)

It's been quite a while since the last official release. In fact about five month. ph34r.gif

As you will see from the changelog, there still has been a lot of progress,
especially in terms of playing vs and with AI - a lot of effort has gone into writing
a custom AI mode that works along the line of the game mode.

YouTube - A&S ProMode - AI Mode Demo I
YouTube - A&S ProMode - AI Mode Demo II


The updates in the near future will be a dynamic mission to generate missions automatically.
This will be most useful to play on new community made missions easily.
In addition the focus will be to provide the AI with the same abilities and elements of AnS,
like healing, revive, restricted classes and more.
Finally the plan is to update and extend the ability to play with different factions and
modsets, like ACE, I44, Unsung and many others.


2011-02-26 changelog
  • Added: custom AI behavior for the game mode.
  • Added: custom AI vehicle system.
  • Added: Make AI select suitable spawn and target zones based on distance dynamically.
  • Added: Make AI select dynamically suitable target zones based on distance after zone ownership change.
  • Added: Make AI not always go the direct route to the zone, yet also flank at times.
  • Added: Make AI infantry use building positions when inside a zone.
  • Added: AI planes are to start already flying.
  • Added: Add map replacement.
  • Added: Add AI behavior debug parameter.
  • Added: Add 3d and map marker AI building positions debug mode.
  • Changed: Remove UPSMON.
  • Changed: Make all AI groups single unit groups.
  • Changed: Randomize AI waypoint position inside zones.
  • Changed: AI should also be affected by zone protection.
  • Changed: Make distance to target zone based on outer edge rather than the center.
  • Changed: Make AI in motorbikes/jeeps eject and move on as infantry when stuck.
  • Changed: Make it possible to direct click lock in planes.
  • Changed: Remove guided missiles on "next target(s)" action use (TAB/RMB).
  • Changed: Improve vehicle locking blocking.
  • Changed: Improve commanding mode key block.
  • Changed: Make observer mode interface fully safezone compatible.
  • Changed: Improve the real world start time format seen in the outro.
  • Changed: Improve AI movement destination marker debug.
  • Fixed: Observer mode shows only a black screen.
  • Fixed: End mission triggers are faulty.
  • Fixed: Improve ammo bearer rearm.
  • Fixed: Vehicles may stuck in terrain or fly after respawn.
  • Fixed: Vehicles may spawn while lifted with a chopper.
  • Fixed: AI groups have a waypoint at [0,0,0].
  • Fixed: Waypoint cleanup when reusing AI groups is broken.
  • Fixed: AddWaypoint design for AI groups is faulty.
  • Fixed: AI clean-up is broken once the first zones are taken.
  • Fixed: AI scripts may get executed once after game over.
  • Fixed: AI movement destination markers get screwed in MP play.
  • Fixed: A few TK AI infantry have a faulty type abbreviation.
  • Fixed: AI movement destination markers are always shown for both sides.
  • Fixed: Deathpositionmarker are visible to both sides when dead body is moved.


The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-02-26) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


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Quote Post
kju
post Mar 8 2011, 14:18
Post #11


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Tenth release of A&S ProMode (2011-03-08)

Smaller update that makes AI work more along the game mode and adds some additional modsets.
Feel free to suggest changes to the modsets or new ones you want to see.


2011-03-08 changelog
  • Added: make it possible to select spawn point by clicking on a zone in the minimap.
  • Added: limit use of special classes for AI.
  • Added: ability to set the MODsets side specific.
  • Added: more MODsets from OA (ACR, KSK, TK Militia).
  • Changed: Improve the AIVehiclesUse parameter to allow side specific settings.


The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-03-08) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Mar 27 2011, 07:49
Post #12


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Eleventh release of A&S ProMode (2011-03-23)

This smaller update makes AI again more player like along with some fixes for recent additions.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is an easy job - you only need to define the unit
class and its equipment: west side or east side.


2011-03-23 changelog
  • Added: Make AI medic type units heal players nearby.
  • Added: Make AI to respawn at a closer zone when too far away.
  • Changed: Give the east AT Specialist the MetisLauncher instead of the M47Launcher.
  • Changed: Make AI vehicles have no commander to have the gunner act quicker.
  • Changed: Make AI only use AA/AT classes when there are air / landvehicles as a threat.
  • Changed: Make AI units flank not too far if already close to the target.
  • Changed: Make the AI position counter reset also on AI weapon use.
  • Changed: Make AI in motorbikes/jeeps eject and move on as infantry when entering a zone.
  • Fixed: Revive is buggy when being in the observer mode.
  • Fixed: After a while AI vehicles fall from the sky in X Ray.
  • Fixed: After a while AI no longer uses limited classes.
  • Fixed: Equipment pics not visible after respawn.
  • Fixed: Unarmed vehicle handling is broken after a minute.
  • Fixed: AI zone protection is off in match mode.


The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-03-23) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Apr 2 2011, 16:41
Post #13


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Twelfth release of A&S ProMode (2011-04-01)

This update adds the new random mode. This will create dynamically a different
mission area on each run. It is mainly to easily test community worlds with AnS.
The pack contains 59 worlds to choose from!

The picture shows the search for suitable locations visible in the debug mode:



From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is a easy job - you only need to define the unit
class and its equipment: west side or east side.


2011-04-01 changelog
  • Added: random mission mode.
  • Changed: Make the X Ray crate generated by script directly at the flag position.
  • Changed: Automatically create a fire in X-Ray for night missions when the player side has no nightvision googles.
  • Fixed: Float values do not work for mission parameter values.


The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-04-01) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Apr 5 2011, 17:46
Post #14


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Thirteenth release of A&S ProMode (2011-04-05)

Quick update to amend improvements to the random mode, like the U and zigzag
pattern, or random vehicle sets. You may also want to try the CSLA modset or
the random mode for Vostok and its winter version by Old Bear.



From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is a easy job - you only need to define the unit
class and its equipment: west side or east side.


2011-04-05 changelog
  • Added: parameter to use the random vehicle set also for players on any or both sides.
  • Added: make it possible to set the vehicles types available for AI and their amount as parameters.
  • Added: make AI able to revive human players when nearby.
  • Added: CSLA modsets.
  • Changed: Added zigzag pattern for random mode.
  • Changed: Added U pattern for random mode.
  • Changed: Adjust angle of random vehicles to the next target zone at mission start.
  • Changed: Adjust angle of player to the next target zone at mission start in the random mode.
  • Changed: Added random mode version for Vostok and its winter version.
  • Fixed: The player spawns in/on-top of the base create in X-Ray.
  • Fixed: AI units have no NVGoggles despite AAS_Params_NightvisionForAI mission parameter setting.
  • Fixed: AAS_Params_ReviveAbility mission parameter also disables healing ability of medics.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-04-05) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post May 12 2011, 06:36
Post #15


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Fifteenth release of A&S ProMode (2011-05-11)

After one non promoted release a few weeks ago, this updated turns out quite large again.

Most importantly you will modsets for AAW, I44 and VME PLA (needs the soon-to-be-released
MOD update) as well as a couple new worlds supported in the random mode:
DBO Deluxe Terrain, ElephantIsland, I44 Omaha and Qom.

Finally more options for the random mode and various AI improvements and fixes.

http://www.youtube.com/watch?v=Sf1IwIFF0Ds

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is a easy job - you only need to define the unit
class and its equipment: west side or east side.


2011-05-11 changelog
  • Added: AAW modsets.
  • Added: I44 modsets.
  • Added: VME PLA modsets.
  • Added: Make AI medic type units heal other friendly AI nearby.
  • Added: parameter to show AI kills.
  • Added: Make it possible to select the number of zones in the random mode.
  • Added: parameter to limit the total amount of random vehicles.
  • Added: parameter to set the zone size in random mode.
  • Added: quickstart action to randomly generated planes.
  • Changed: Add random mode version for DBO Deluxe Terrain.
  • Changed: Add random mode version for ElephantIsland.
  • Changed: Add random mode version for I44 Omaha.
  • Changed: Add random mode version for Qom.
  • Changed: Change intro text to show only the mission daytime.
  • Changed: Hide vehicle summary in the notes section when random vehicles set are active for the player side.
  • Changed: Improve system to determine vehicle type.
  • Changed: Make AA/AT AI classes not use combat vehicles.
  • Changed: Make AI choppers not spawn directly at the flag in X Ray.
  • Changed: Make AI dead bodies stay until they respawn or get revived
  • Changed: Make AI to react on the event of a zone getting decapped to zero.
  • Changed: Make sure the complete zone area is not in water in the random mode.
  • Changed: Make vehicleRespawn script use set/getVar and one loop to check all.
  • Changed: Reduce smoke grenade use of AI on hit.
  • Changed: Remove obsolete reload anim over network system.
  • Fixed: TerrainGrid and viewdistance not reset, if you die inside a plane.
  • Fixed: AI selection of AA/AT classes does not handle random vehicles.
  • Fixed: Vehicle features are not getting initialized for dynamically created vehicles.
  • Fixed: At mission start defenders do not spawn in the first zone they control, if more than one zone is contested.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-05-11) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post May 22 2011, 08:32
Post #16


Member
***

Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Sixteenth release of A&S ProMode (2011-05-22)

This batch provides several additional modsets for community MODs as well as random mode
for the two SFP MOD worlds. Finally two smaller fixes.


From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.


2011-05-22 changelog
  • Added: HEXAgon modset.
  • Added: FDF modset.
  • Added: SFP modset.
  • Added: FFAA modset.
  • Added: BW modset.
  • Added: JSDF modset.
  • Added: random mode version for Fjardsag.
  • Added: random mode version for Sturko.
  • Fixed: Custom kill messages are shown after mission end.
  • Fixed: Missing magazines for weapons in the KSK modset.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-05-22) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Jun 7 2011, 16:12
Post #17


Member
***

Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Seventeenth release of A&S ProMode (2011-06-07)

The smaller update mainly adds the ability for the admin to adjust
the zone positions in the briefing phase when playing the random mode.
You can now easily adapt the zone positions before starting to play,
if you are unhappy with the randomly generated result.

In the following video you can see how it is done:

A&S ProMode - Random Mode - Admin Adjustable Zones


From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.


2011-06-07 changelog
  • Added: Make it possible for the admin to adjust the zone positions during the briefing phase in the random mode.
  • Changed: Make random vehicle generation for human players disabled by default.
  • Changed: Adjust angle of spawned AI vehicles to the next target zone.
  • Changed: Make AI pilots to selfkill when the eject in high heights.
  • Changed: Automatically remove obsolete ammo crates and mashes at X-Ray.
  • Changed: Add templates for Utes and Chernarus.
  • Fixed: Random mode has issues when a new client JIPs.
  • Fixed: Mission time display at mission start is broken with dayTime 0 AM.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-06-07) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Jul 3 2011, 09:16
Post #18


Member
***

Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Eighteenth release of A&S ProMode (2011-07-03)

Another big update with many additions, updates and fixes.
Please read the changelog below for details.

Make sure to read about the remapping of the actions of the F keys.
Also take note in the reworked notes section. There is more to come.
The plan is to provide all details in a sort of ingame help section.
Finally users of the random mode you look into the new way of mass
moving zones in the briefing phase, in addition to the existing ability
to move single zones to adjust the layout.

Note: The files with the _AI_ tag have the AI mode active by default.

You can see the planned additions for the next release in the roadmap.


2011-07-03 changelog
  • Added: ability to quick access all infantry weapon types via number keys.
  • Added: ability to quick change vehicle positions via number keys + shift key.
  • Added: ability to quick access all vehicle weapons via number keys.
  • Added: custom keys to adapt sound volume on F11 and F12.
  • Added: make it possible to hide bodies of enemy units to deny revive.
  • Added: make it possible for the admin to mass move all zones in the briefing phase by holding the left alt key while clicking.
  • Changed: Remap actions on F keys.
  • Changed: Move GDT HDR menu to F9 key.
  • Changed: Improve notes section (ingame help) - part I.
  • Changed: Make zones color indicate the capture progress.
  • Changed: Make sure last info message is shown before spawning.
  • Changed: Make the officer have a special map marker in public mode.
  • Changed: Show number of grenades/smokes still available in the interface.
  • Changed: Add a 'disable revive' button, if you don't want to get revived this time.
  • Changed: Add a timeleft display also in the spawn menu.
  • Changed: Enable ManualFire/AutoHover in public mode and disable them in match mode by default.
  • Changed: Make the initial plane velocity based on its maxSpeed for beam into the air feature.
  • Changed: Make sure vehicles at game start and after respawn are not floating.
  • Changed: Remove the buggy flamethrower from i44 modsets.
  • Changed: Zone spawn positions are buggy in 'T Land of Rocks'.
  • Changed: Make sure AI never tries to flee.
  • Changed: Make AI chopper pilots to eject when they lost their tail rotor.
  • Changed: Make AI choppers not use their weapon inside the spawn protection.
  • Changed: AI plane pilots should always have NVGoogles at their disposal.
  • Changed: Disable temporary weapon removal on lock abuse on mouse use until related CTD source is fixed by BI.
  • Changed: Make spawn menu interface refresh as often and quick as possible.
  • Changed: Add item handling on complete rearm.
  • Changed: Make grenade selection more robust.
  • Changed: Make rifle grenade coding more robust.
  • Changed: Make hand- and smoke grenade coding more robust.
  • Changed: Make automated weapon selection after respawn for the player more robust.
  • Changed: Improve function design to return a list of turrets with or without commander turret.
  • Fixed: Player markers are not moving while in the spawn menu.
  • Fixed: Remove small flicker in the briefing phase.
  • Fixed: Assault classes' HE rocket amount is not reduced in tiny missions.
  • Fixed: Quick switch from grenade to opposite grenade type does not hide the former.
  • Fixed: Ground based vehicles cannot lock with anti air missiles.
  • Fixed: HandGrenades/Smokes are not always removed when stashed away.
  • Fixed: All AI gets killed if a player disconnects.
  • Fixed: In random mode Players JIP to briefing phase do not get updated zone positions.
  • Fixed: X-Ray is broken in the random mode, if the admin moves them.

You can review the list of changes in detail.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

The A&S ProMode (2011-07-03) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Jul 28 2011, 12:56
Post #19


Member
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Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Nineteenth release of A&S ProMode (2011-07-28)

And yet another large update with a few big additions, several updates and important fixes.
Please read the changelog below for details.


Note: The files with the _AI_ tag have the AI mode active by default.

You can see the planned additions for the next release in the roadmap.


2011-07-28 changelog
  • Added: ability for the admin to use the mission parameters of the preceding session.
  • Added: custom player kill messages in mission parameters.
  • Added: Helicopter Collision Avoidance for AI.
  • Changed: Double the damage for units lying on the ground.
  • Changed: Improve the visual design of the mission parameters.
  • Changed: Make sure a JIP has a constant black screen until the spawn menu is shown.
  • Changed: Show only the first name of AI units in the kill message.
  • Changed: Improve artillery chat messages.
  • Changed: Add random mode version for Malden2010.
  • Changed: Add random mode version for Brik2.
  • Fixed: Change class leads to an additional death in the scoreboard.
  • Fixed: Dead body of disconnected players does not get removed.
  • Fixed: Disconnected players in vehicles do not get removed.
  • Fixed: Choppers get their damaged evened on all areas on damage.
  • Fixed: Cut fence feature is broken.
  • Fixed: Units in vehicles are shown as nearby medic in the spawn dialog.
  • Fixed: Briefing map and main map are not adjusted to new mission area in random mode.
  • Fixed: Custom kill message at times shown "killed by (DEAD)".
  • Fixed: Each class change ups the group count by one.
  • Fixed: Vehicle kills show driver (effectiveCommander) as killer rather than the gunner and actual killer.
  • Fixed: Kill message broken when player exists the vehicle before the ammo kills the target.
  • Fixed: Player name not shown artillery messages.
  • Fixed: "PlayerA is healed by PlayerB" hint is still shown after mission end.

You can review the list of changes in detail.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

The A&S ProMode (2011-07-28) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
Quote Post
kju
post Sep 18 2011, 16:05
Post #20


Member
***

Group: Members
Posts: 41
Joined: 30-July 08
Member No.: 3,776



Twentieth release of A&S ProMode (2011-09-18)

After a long, unplanned, summer break this release supplies you with
several additional modsets - much thanks to Jedra. In addition you find
the random mode version for all recently released community worlds.

Please read the changelog below for details.


Note: The files with the _AI_ tag have the AI mode active by default.

You can see the planned additions for the next release in the roadmap.


2011-09-18 changelog
  • Added: a2 modset (USMC, CDF, Russian, Insurgents).
  • Added: BAF modset.
  • Added: a variety of new modsets.
  • Changed: Add random mode version for Testfield.
  • Changed: Add random mode version for CWR Kolgujev.
  • Changed: Add random mode version for Buldge.
  • Changed: Add random mode version for Tigeria.
  • Changed: Add random mode version for Taviana.
  • Changed: Add random mode version for HellsKitchen.
  • Changed: Add random mode version for CinderCity.
  • Changed: Add random mode version for FayshKhabur.
  • Changed: Add random mode version for Geotypical Microterrains.
  • Fixed: Addon check for FDF MOD is broken.

You can review the list of changes in detail.

The optional AI mode can be used for enjoyment while waiting for the server
to fill or as training. See the details in the features section of the wiki.

The A&S ProMode (2011-09-18) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


--------------------
 
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